This week we’re gracing your web browsers and social media feeds with another teaser of our upcoming DLC. These characters belong to another gang that will attack you outright, for the Raptors are hardly a sane bunch. Most follow a descendent of their mysterious leader, who stumbled upon a rogue Wyvern and believed it to be the remains of a divine creature of the skies. In their quest for meaning and purpose, the followers of this founder – considered by many to be blessed – sought to imitate these creatures and themselves become ascendant and escape their earthbound existence.
For today’s post, we’re pushing it further with teasers, and we have one of this writer’s favorites in store: the Hollow Men. The Hollow Men are a gang of warriors, ex-legionnaires, and mercenary criminals, and they have a long history going back to Legio. IX, or “Mortis”, with their story beginning when they lost on the battlefield to Raokan in p.c. 1074.
This week’s update addresses several issues, removes the much criticized Chinese and Japanese machine translations and features some Quality of Life optimizations. Alongside this, we are continuing to work hard on our coming DLC, and will endeavor to share more about it as we progress.
Important Note: Considering the extent of the improvements, there is little to no chance that we broke nothing in the process. Assume that we did not want to make anyone's life harder. If you see something amiss, please flag it to us using the usual channels, like the inbuilt reporting tool (F1 button), forums, and our Discord server.
Today’s post takes a short trek down memory lane. Long, long ago, before any of the team at Lost Pilgrims sported grey hairs, we set about creating the UI for the game – an indubitably difficult ask for any game studio. Yet despite any trepidation, we forged forward and created one of the first renditions of Vagrus’s UI.
Hey everyone,
This week’s update addresses several issues that we’ve been aiming to fix since our last patch. It also adds several new small Quality of Life features that further streamline UI and UX elements across the board. Alongside this, we are continuing to work hard on our coming DLC, and will endeavor to share more about it as we move closer to the end of the development cycle.
Well, one lost pilgrim to be precise. On 7th September, I was fortunate to have participated in Fighting Fantasy Fest 5 in the UK, representing Lost Pilgrims there in exhibiting the City of Thieves graphic novel I’ve been working on with Chameleon Comix’s founder Gyula Szűcs and mega-talented graphic artist Krisztián Balla. We met and chatted with a lot of enthusiastic Fighting Fantasy fans, encountered living legends, listened to intriguing talks, and saw a ton of cool stuff, including the new gamebook The Dungeon on Blood Island by Sir Ian Livingstone himself.
After last week’s feedback round-up, the bulk of the team has been focusing on delivering the quality of life (QoL) changes we spoke of roughly two weeks ago, which by now include a great deal of things. Among the most important of these is the ability to move on the campaign map by double-clicking and the extra information players will be able to view on their Companions’ character panes about Skills and summoned creatures.
As we’ve alluded to in recent posts, the recent release of Old Acquaintances has set the creative part of the team into action on our next DLC, but what have our programmers, UI, and quality assurance people been up to?
Why, improving the game, of course. This is why we’re happy to present some impactful quality of life (QoL) changes that will help make your Vagrus experience all the smoother.
To celebrate the release of Old Acquaintances in a somewhat different fashion than usual, the team gathered for a long-awaited session of boardgaming last week. And this, dear vagri, was no game of Monopoly – oh no! Instead, a struggle awaited us in the form of the game Eldritch Horror. And so everyone gathered, and we began learning the rules. This was the kind of team building we could all get behind. Sure enough, soon the pieces were in their places and it was time to cooperate; after all, we had an apocalypse of the Ancient Ones looking down the barrel at us!